Professional Documents
Culture Documents
D
P1
-0
8
by Nicholas Tulach
A poor, lost soul is locked away from his final peace. His efforts to avenge his familys deaths have cost him his
life, and now must haunt his tower until he can achieve a symbolic victory over his murderers. Can you free
him from his torment? An adventure for characters level 1-6.
DUNGEONS & DRAGONS, D&D, GREYHAWK, ROLE PLAYING GAMES ASSOCIATION and RPGA are registered trademarks owned by Wizards of the Coast,
Inc. LIVING GREYHAWK and the D20 system logo are trademarks owned by Wizards of the Coast, Inc. All Wizards characters, character names, and
the distinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc. Any reproductions or unauthorized use of material or artwork
contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This scenario is intended for organized play use
only and may not be reproduced without approval of the RPGA Network.
2001 Wizards of the Coast, Inc. All rights reserved.
GETTING STARTED
Preparation
First you should print this scenario. This scenario was created to
support double-sided printing, but printing it single sided will
work as well. There is enough room along the inside margin to
bind the adventure, if you desire.
Read this entire adventure at least once before you run your
game. Be sure to familiarize yourself with any special rules, spells, or
equipment presented in the adventure. It may help to highlight particularly important passages.
When you run an RPGA D&D adventure we assume that you
have access to the following books: the Players Handbook, the
Dungeon Masters Guide, and the Monster Manual. We also assume
that you have a set of dice (at least one d4, d6, d8, d10, d12, and
d20), some scrap paper, a pencil, an RPGA scoring packet, and
your sense of fun. It is also a good idea to have a way to track
movement during combat. This can be as simple as a pad of graph
paper and a pencil, as handy as a vinyl grid map and chits, or as
elaborate as resin dungeon walls and miniatures.
Instruct the players either to prepare their characters now, or
wait until you read the introduction, depending on the requirements of the scenario as described in the introduction.
Keep in mind that you must have at least four players (not
counting the DM), for the game session to be a sanctioned RPGA
event. As well, you cannot have more than seven players participating in the game.
Once you are ready to play, it is handy to instruct each player
to place a nametag in front of him or her. The tag should have the
players name at the bottom, and the characters name, race, and
gender at the top. This makes it easier for the players (and the
DM) to keep track of who is playing which character.
The players are free to use the game rules to learn about
equipment and weapons their characters are carrying. That said,
you as the DM can bar the use of even core rule books during certain times of play. For example, the players are not free to consult
the DUNGEON MASTERs Guide when confronted with a trap or hazard, or the Monster Manual when confronted with a monster.
Some of the text in this scenario is written so that you may
present it as written to the players, while other text is for your
eyes only. Text for the players will be in gray boxes. Its strongly
recommended that you paraphrase the player text instead of
reading it aloud. Some of this text is general and must be adapted
to the specific situation or to actions of the player characters.
A Plea from Beyond the Grave
Scoring
After the players have completed the scenario or the time allotted to run the scenario has run out, the players and DM score the
game. The RPGA has three ways to score its games. Consult your
convention coordinator to determine which method to use for
this scenario:
1-No-vote scoring: The players write their names and RPGA
numbers on the scoring packet grid. You fill in the top of the
grid. That is all. No one is rated. This method is used for
people who are just playing for fun.
2-Partial scoring: The players rate the game master and the
scenario on their player voting sheet, and provide personal
information, but dont vote for other players. The game
master rates the scenario and completes personal and event
information, but does not rate the players as a team or vote for
players. This method is used when there is no competition,
but the event coordinator wants information on how
the game masters are performing, or the game master wants
feedback on his or her own performance.
3-Voting: Players and game masters complete the entire packet,
including voting for best player. If this method is used, be
sure to allow about 15-20 minutes for the players to briefly
describe their characters to the other players, and about 5-10
minutes for voting. This method is used when the players
want to know who played the best amongst the group, or
when the adventure is run in tournament format with
winners and prizes.
When using voting, rank the players in order of your voting
choice while they are completing their forms, so that you are not
influenced by their comments on your abilities. Its a good idea to
have the players vote while you determine treasure and experience awards for the scenario.
After voting, give the Scoring Packet to your event coordinator.
GETTING STARTED
his is a LIVING GREYHAWK Adventure. As a LIVING adventure, it is expected that players will bring their own characters with them. If players do not have a LIVING GREYHAWK character generated, get a copy of the current LIVING GREYHAWK character generation guidelines, a character sheet, and a LIVING
GREYHAWK log sheet from your convention coordinator or the
RPGA Web site, and then have any players without a character
create one. Once all players have a LIVING GREYHAWK character,
play can begin.
Along with the other materials that you are assumed to have
in order to run a D&D game, it is also recommended that you
have a copy of the LIVING GREYHAWK Gazetteer.
T1:
T2:
T3:
4 players
4-12
13-22
23-32
5 players
5-13
14-24
25-35
6 players
6-14
15-26
27-38
7 players
7-15
16-28
29-41
Lvl Cap
4th
6th
8th
Is it a Full Moon?
Since the hazards of lycanthropy are a current part of the LIVING
GREYHAWK campaign, it may be necessary to determine if this
adventure takes place during a full moon. For game purposes, the
full moon lasts three days of each month. For a given scenario that
does not state the phase of the moon, roll 1d10 before play begins.
On a result of 1, the first day of the scenario is a night of the full
moon (roll 1d3 to determine where in the sequence of three nights
it falls).
Lifestyle
At the beginning of every scenario, each PC is required to
pay upkeep costs matching the level of lifestyle they wish to
maintain. The lifestyles, and the effects that each has on play,
are:
Destitute
Poor
Common
High
Luxury
Lifestyle
Cost
Destitute
Poor
Common
High
Luxury
14 sp
43 sp
12 gp
250 gp
500 gp
Skill Modifier
-2
-1
0
+1
+2
3 THE ADVENTURE
DMs Introduction
Plague of the Third Season
In the years leading up to the Greyhawk Wars, a group of maniacal priests unleashed an agenda of terror, disease, and famine
known as the Plague of the Third Season. In the face of the
Scarlet Brotherhoods revealing, and the skirmish that pitted
Aerdys southern province against Nyrond, a monastic order dedicated to Incabulos, named the Bronze Cabal, arose with a goal to
furthering their gods callthey planned to unleash the most terrible plague and famine ever to occur on Oerth. These priests
were dispatched in search of a number of holy relics and ancient
artifacts that were necessary to their infernal plot. Disguised as
priests of Rao and Pelor, the Cabal enlisted the aid of numerous
unknowing followers to help them find the unholy ingredients
for their planned terror.
After the god Vatuns historical appearance (Iuz in disguise)
to the northern barbarian tribes, the priests of the Bronze Cabal
entered the barbarian lands, and sought artifacts rumored to
reside there. The barbarians caught the priests attempting to steal
the timeless treasures of the northlands. Finding themselves
trapped in the barbarian lands these desperate and seriously outnumbered priests executed their rituals prematurely and
unleashed their plague onto the unsuspecting barbarian tribes.
Much of the barbarian forces were fighting in the lands of
Stonehold and Tenh, but the remaining forces fell victim to the
plague and were unable to keep the armies in the south reinforced. This created a state of affairs that lead to the fall of the barbarian forces soon after their southern excursion began. The
priests demise was soon to follow. Discovering their plot to
unleash a horrible disease unto Oerth, a group of heroes named
the Defenders of the Light quested to the north and destroyed
A Plea from Beyond the Grave
the Bronze Cabals faction there. But some damage was already
done. For their remaining years, the heroes traveled throughout
the Flanaess in search of the Bronze Cabals remaining members and stop the groups evil plans from ever being set into
motion again.
In the years following the Greyhawk Wars, the Defenders of
the Light completed their mission. They destroyed all known
remnants of the Cabal and removing any threat to the countries
of the Flanaess that foul organization might have posed. In 587
CY, the Defenders fell upon their final encounter with a demon
that was summoned by the last great priest of the Bronze Cabal
Feroxius the Plague-bringer. Defeating the priest and his foul
minion took the lives of six of the seven members of the band.
The only survivor was a young priest of Rao named Ploellin.
Ploellin returned to his home, knowing that the threat had been
extinguished, and has since led a life devoted to spreading the
word of his god.
THE ADVENTURE
Nzevorikin is rumored to consort with remnants of the
Bronze Cabal, and may be a member himself. Some have said that
his activities point to an alliance with the Cabal while others
believe him to be an extraneous and insane follower of
Incabulos. Though they may disagree about his associations,
good power groups agree that he is not to be taken lightly. His
efforts have been brought to the attention of numerous groups in
the countries of the Flanaess. Divinations have been used to track
his movements, but recently such scryings have turned up little
valuable information.
Adventure Synopsis
The heroes begin this adventure by encountering an odd, floating hand that beckons them to follow its gesture. It leads each of
them to the door of an old and rundown tower.
When the heroes enter the tower, they are confronted by the
spirit of Weslin Fraimekkian, actually a well-devised illusion by
an evil priest of Incabulos. The priest is looking for unknowing
minions to carry out his unholy tasks. Completion of these tasks
will aid him in finishing his unsettling ritual. The illusionary
ghost asks for the heroes help in finding items that have recently been looted from his tomb. He informs the PCs that the items
theft is the reason for his haunting, and their return will reunite
him with his family. The items are the black stone of harrowing
dreams and a holy relic, the holy chalice of Rao.
As the heroes search outside of town for the stone, they come
upon a desecrated church. The cemetery graves have been dug
up and the corpses placed onto the ruined altar within. The stone
is at the site, there is also a book hidden away within a small shed
outside of the church. Inside the book are dark and strange religious parables written in blood. The night after leave the church,
creatures attracted by the powers of the stone attack the PCs.
When the PCs search for the relic, they find that the supposed shady merchants house is unguarded and easily plun-
Players Introduction
As the PCs are performing their daily activities a ghostly hand
interrupts them. The hand seems very anxious and is trying to
get the PCs to follow it. The hand is actually a helping hand spell.
The DM should read the following passage to the players:
You notice, out of the corner of your eye, an odd, floating hand
that seems eager to grab your attention. The hand approaches you
and begins frantically waving in your face. It floats off, pausing
here and there to ensure that you follow.
The characters each encounter the hand and, in each case, it
annoys them until they follow, or the hand can beckon them as a
group (though it chooses one person in the group to harass, as
per the spells description, Players Handbook, page 213). The hand
leads the PCs from their respective locations across the town in
seemingly random directions. The hand twists turns down side
streets and out of the city through a neglected hole in the city
wall, and then leads the PCs into the wilderness. The hand then
follows a trail for a short time, and the PCs are eventually lead to
the door of a strange, dark tower:
After being led throughout town and into the wilderness, you
come upon a mysterious, dark and twisted tower. The wind
whips around the tower, creating a ghoulish moan.
After allowing a brief period for player introductions, if necessary, continue with the following passage:
5 THE ADVENTURE
As you approach the large wooden door, you cant help but notice
two large statues of great warriors flanking the ornate entrance.
Above there are two rather grotesque looking gargoyles, which, if
they were living creatures, would be poised to strike out at anyone daring to trespass upon this eldritch manor. As your gaze
moves from the imposing statues to the door in front of you, the
portal mysteriously creaks and moans and finally swings open,
like a bizarre invitation.
When the characters enter the tower, proceed to Encounter 1.
Encounter 1:
Spirit of Weslin Fraimekkian
The towers main floor takes up a 30-foot diameter circle. There
is a large fireplace opposite the door with a mantle above it. There
are ornate tapestries hanging all around, depicting a family of
great wealth. On the floor, there is a large rug of mangy fur. To the
left of the entrance is a stairway that leads up, and, to the right, a
doorway. Soon after initial investigation, an apparitionthe
spirit of Weslin Fraimekkiangreets the PCs.
Suddenly, you are frozen with fright, as a ghastly figure appears
right before your eyes! With burning orbs of fire for eyes and
chains dangling from its incorporeal limbs, the spirit moans a
deep, chilling sigh before ascending to the ceiling. It speaks: I
am Weslin Fraimekkian, son of Jeriah Fraimekkian and owner of
this decrepit manor. I have called upon you to assist me in avenging my familys unjust and cruel death.
Sobbing and broken, Weslin continues to describe the
events that led to his familys demise: A gang of bandits came
upon my humble home with the intent to destroy all that I had
gained in life. Though I never learned their intent, I assumed
that the bandits were hired by a rival merchant house. They took
my wife and young daughter, Lenla, from me! I pursued them,
out of my blinding love for my family, and found that my wife
and daughter were murdered by the bandits. Those murderous
thugs set an ambush for me. I did not resist, for I had nothing
left to live for. Little did I know that I would not find peace in
death. Instead I roam, seeking revenge against what these terrible men committed unto me!
Weslin pauses to regain some composure, his ghastly features distorting under the torturous recounting of his tale.
He continues:
After my death, the bandits came again to my burial site and
took from me the holy possessions that I had been given by my
family and my faith. I have been imprisoned to haunt these halls,
apart from my family for all eternity, until those symbols of my
love and faith can be returned to me here.
THE ADVENTURE
help PCs put the pieces together where necessary, and will
reward them with his favor and his masterwork flail at the end of
the adventure.
that not only has the forest overtaken this church, but the site has
also have been rampaged by creatures.
The Churchyard: As the PCs approach and investigate the
churchyard, signs of desecration become obvious. The church
building is barely standing; its walls are slowly crumbling in on
themselves, and its roof has long since collapsed. Around the
churchyard the PCs will find that the holy statues have all been
removed from their pedestals and smashed into pieces. Many of
those pieces are scattered all around the churchs grounds.
There is a small shed behind the church. Within this small
building, the PCs will find interesting sets of runes inside, along
the rickety doorvile markings written in dried blood. A PC who
is able to read Infernal can read these markings. Give PCs that are
able to read Infernal (and have examined the writings) Players
Handout #1. There is also blood dried on the floor and staining
the walls. Succeeding at a Search check (DC 22) reveals a wellhidden book beneath the floorboards of the shed. The book has a
plain charcoal-black cover adorned with gouges here and there.
The tome is trapped. A needle, coated with an infectious disease,
shoots out of the spine of the book, coated with an infectious disease. The judge should consult the Dungeon Masters Guide, pages
74-75, for the effects of disease on a character.
Tier 1 (EL 4)
Disease needle trap: +8 ranged (1) + filth fever disease (Fort save
Each Square = 20
2
1
7 THE ADVENTURE
to resist [DC 12]; incubation 1d3 days; 1d3 Dex and 1d3 Con damage); Search (DC 22); Disable Device (DC 20).
spell, but they can give it up if subject to a remove curse spell. That
spell does not remove the curse from the stone itself, though).
Tier 2 (EL 6)
Disease needle trap: +10 ranged (1) + shakes disease (Fort save
to resist [DC 13]; incubation 1 day; 1d8 Dex damage); Search (DC
25); Disable Device (DC 22).
Tier 3 (EL 7)
Disease needle trap: +12 ranged (1) + slimy doom disease (Fort
save to resist [DC 14]; incubation 1 day; 1d4 Con damage); Search
(DC 29); Disable Device (DC 25).
The tome contains many pages that are still intact, but several
pages have been torn out and a few have been destroyed by flame.
The text is written in Infernal. PCs who can read Infernal can
read the book.
When the PCs leave the site, and if they havent rested at the
church, they will need to on the way back to town. If they have
found the stone, they will be awaken in the middle of the night
by a number of creatures that emerge from the wilderness to
attackdire wolves, rats, or both depending on the Tier.
Strangely, some of them dragging freshly killed kobold corpses.
Tier 1 (EL 3)
Dire Rats (6): hp 7, 6 (x3), 5 (x2); Dungeon Masters Guide, page 56.
Tier 2 (EL 5)
Dire Rats (3): hp 7, 6 (x2); Dungeon Masters Guide, page 56.
Tier 3 (EL 8)
Dire Rats (6): hp 7, 6 (x3), 5 (x2); Dungeon Masters Guide, page 56.
Dire Wolves (2): hp 49, 45; Dungeon Masters Guide, page 57.
Tactics: The rats and/or wolves are in a frenzy. They will fight to
the death and will not break to flee. They will always charge the
nearest PC and will be unaffected by enchantments spells, spelllike abilities, or supernatural effects.
THE ADVENTURE
town and that it would be best to not draw attention to themselves while searching for the chalice.
If they have not yet searched for the stone, he tells the
PCs that he believes that the stone may be in a glade southwest of town where an old church sits about a half-days journey from town.
Sobbing mournfully again, Weslin speaks: For helping me
find my peace and returning me to my familys side, you have
my unending gratitude. Go now and seek out the final piece to
my salvation and return here with it so that I may be set free of
this horrible curse. Make haste, for the tortures of this existence are unbearable.
Development: If the heroes voice skepticism about stealing the
relic, which is likely if there are lawful good or adventurers of
conscience, Nzevorikin casts charm person (Will save, DC 14) on
one of them. Weslin then implores charmed hero to help and
convince the party that it is right to return the lost souls relic and
allow the ghost his final peace. If possible dont alert the PCs to
the charm. It may be a good idea to take each player aside and
roleplay Weslins pleas, the other PCs can wrestle with their conscience, while target of the spell must succeed at the saving
throw. If that person fails explain to him or her that her or she
feels compelled to aid the ghost. If the spell fails the PCs who was
charmed will know an attempt was made, and Nzevorikin will
know it failed. The villain then springing his trap and send the
heroes tumbling into the dungeon. Proceed to Encounter 6.
If the PCs decide to confront the ghost on the issue of the
relic, the priest drops his cover and surprises them, sending them
tumbling to the dungeon, if possible. If not he alerts Duruuk and
the bugbears who will make haste to confront the PCs. Go to
Encounter 6.
If the PCs accept the mission (either they have no problem
stealing the relic, or they have been successfully manipulated by
Nzevorikins wit and spell), the ghosts fades away. Its fading is followed by a horrible groan that echoes throughout the chamber.
9 THE ADVENTURE
to no good, and shares these thoughts with Ploellin, the priest
will express his concern. He is willing to help a poor soul in need,
but flinches at the thought that the ghost could want the relic for
some evil end. He tells the PCs of the relics powers and how to
use them. He encourages the PCs to take the relic and to use it if
necessary. Ploellin tells the PCs that he would like the relic
returned when the PCs are done, if such a return is possible.
PCs who are outside: Any PCs remaining outside hear the rumble and commotion from within. They find the door locked. There
are no other entrances, visible or otherwise. The PCs who are outside must either pick the lock (DC 15) or bash open the door; otherwise they are trapped outside, helpless to aid their companions.
As you place the items upon the mantle, you hear the clicking of
footsteps from staircase above. A dark figure in a black robe
trimmed with bronze emerges from around the corner and stops
about halfway down the stairs. Glaring in your direction he spits,
Ive been expecting your return! I see youve succeeded in bringing what I need to complete my ritual. Since you have been so
cooperative, I would like you to be my guests for the culmination
of my work.
The evil man sneers at you as he pulls a lever on the wall,
cackles, and retreats to his upper abode.
If they do not place the items on the mantle: If the PCs
return to the tower after speaking with the relics rightful keeper
and decide not to place the items on the mantle, the priest uses a
mage hand to spring the trap on the heroes from a distance.
The floor of the room begins to shake. You are jarred and tossed
as a pit opens in the middle of the room, sending you sprawling
to avoid falling into the darkness below.
Nzevorikin springs a trap on the PCs by pulling a lever on the
wall on the staircase.
Trap: Any PCs that have entered the tower and are standing atop
the floor trap must succeed a Reflex save or fall into the dungeon
below the tower.
THE ADVENTURE 10
Map 2: The Tower
Tier 1 (EL 4)
Bugbear (2): hp 16 (each). See Monster Manual page 27.
Tier 2 (EL 6)
Bugbear Ftr2 (2): CR 4; Medium-size Humanoid (Goblinoid);
HD 3d8+6 + 2d10+4; hp 35 (each); Init +1; Spd 30 ft.; AC 19
(Touch 11, Flatfooted 18); Atks +7 melee (1d10+3/19-20, bastard
sword) or +5 ranged (1d6+3/x3, half spear); SQ Darkvision 60 ft.;
AL CE; SV Fort +6, Ref +4, Will +1; Str 16, Dex 12, Con 14, Int 10,
Wis 10, Cha 9.
Skills and Feats: Climb +3, Hide +2, Listen +3, Move Silently
11 THE ADVENTURE
+6, Spot +3. Bugbears have a +4 racial bonus to Move Silently
checks; Alertness, Exotic Weapon Proficiency (bastard sword),
Power Attack.
Possessions: Studded leather armor, large wooden shield, bastard sword, half spear.
Tier 3 (EL 8)
Bugbear Ftr4 (2): CR 6; Medium-size Humanoid (Goblinoid);
HD 3d8+9 + 4d10+12; hp 58 (each); Init +3; Spd 30 ft.; AC 22
(Touch 13, Flatfooted 19); Atks +10 melee (1d10+5/19-20, bastard
sword) or +9 ranged (1d6+3/x3, half spear); SQ Darkvision 60 ft.;
AL CE; SV Fort +7, Ref +7, Will +2; Str 16, Dex 16, Con 16, Int 10,
Wis 10, Cha 9.
Skills and Feats: Climb +2, Hide +3, Listen +4, Move Silently
+7, Spot +4. Bugbears have a +4 racial bonus to Move Silently
checks; Alertness, Exotic Weapon Proficiency (bastard sword),
Power Attack, Weapon Focus (bastard sword), Weapon
Specialization (bastard sword).
Possessions: chain shirt, large wooden shield, bastard sword,
half spear.
The PCs still have their equipment, and may cast spells or fire
ranged weapons at the bugbears. The bugbears arent intelligent
enough to remain out of line of site of the heroes until the PCs
starting firing. The trapped heroes see no conceivable exit from
the cell other then trying to climb back up the way that they
came in. A Search check (DC 18) reveals a one-way door leading
to the torture chamber (it opens from the torture chambers side,
of course) that the PCs can open with a knock spell or bashing it
open. If they enter the room, the bugbears attack.
One Way Door: 2 inch thick; hardness 5; hp 20; AC 5, break
DC 20.
Their best chance at escape is to climb back up the way they fell.
The bugbears are distracted and do not pay much attention to the
PCs unless they are directly harassed. If the PCs attempt this,
they should succeed at a number of climb checks equal to the
Tier the PCs are playing at (DC 12) in order to climb back up.
When they reach the top of the tunnel, there is a large, wooden
trap door that they can pound on to try to gain the attention of
the PCs above. The PCs above should be able to open the trapdoor
by force (DC 25), or by pulling the lever on the staircase.
Heroes that didnt fall: For the heroes that didnt fall, they have
numerous options.
If there are heroes outside the tower, the heroes inside will
need to open the door to let them back in. It is a simple lock (DC
20) that can be opened from the inside.
If the heroes decide to give chase up the stairs after
Nzevorikin, Duruuk bursts forth from the door opposite the
staircase and engages them. See Encounter 7 for Duruuks stats.
If the heroes try to assist the trapped PCs, they will likely search
A Plea from Beyond the Grave
the room and may (Search, DC 20) find the trap door in the middle (where the heroes fell) and or (Search DC 25) another door
that leads to a staircase going down. There is a secret door in this
staircase opposite the stairs going down that leads up to
Nzevorikins chamber, which Duruuk uses to get to the top of the
tower If the PCs dont give chase. If the remaining heroes go
down the passage to the basement, they end up in the torture
chamber with the bugbears. A battle ensues and the PCs that are
in the cell can here the battle and try to assist.
If the heroes remain in the foyer, they can assist the trapped
PCs escape through the trap door by opening it with the lever.
Front Door: 1 inch thick; hardness 5; hp 10; AC 5; break DC 18.
Development: During the actions taking place in this
encounter, the stone and relic both begin to emanate an eerie
green glow. Nzevorikin has begun his ritual and the stone and
relic need only be within within the tower to begin the ritual. If
the relics are not inside the tower, Nzevorikin will send Duruuk
and the bugbears to find them and get them within the tower.
THE ADVENTURE
The heroes must battle Duruuk while Nzevorikin uses the opportunity to escape (Nzevorikin gets a free partial action before initiative is rolled, giving him enough time to escape); the gateway
he opened closing quickly behind him. The ritual has amplified
the stones power and whoever picks it up at this point is subject
to its curse, even if the command word has not already been spoken. Be sure to pull the player aside and explain the effect to him
or her. If the heroes did not return the stone to Nzevorikin, the
ambient evil within this room triggers the curse on whoever now
holds the stone.
Tier 1 (EL 4)
Duruuk, male human Ftr 4: Medium-size Humanoid; HD
4d10+4; hp 32; Init +6; Spd 20 ft.; AC 16 (Touch 12, Flatfooted 14);
Atks +8 melee (2d4+3/18-20, falchion); AL CE; SV Fort +5, Ref +3,
Will +1; Str 16, Dex 15, Con 12, Int 13, Wis 11, Cha 10.
Skills and Feats: Climb +10, Escape Artist +5, Intimidate +3,
Jump +10, Speak Goblin; Cleave, Expertise, Improved Disarm,
Improved Initiative, Power Attack, Weapon Focus (falchion).
Possessions: Scale mail, falchion.
Tier 2 (EL 6)
Duruuk, male human Ftr 6: Medium-size Humanoid; HD
6d10+6; hp 46; Init +6; Spd 20 ft.; AC 16 (Touch 12, Flatfooted 14);
Atks +10/+5 melee (2d4+5/crit 18-20, falchion); AL CE; SV Fort
+5, Ref +3, Will +1; Str 16, Dex 15, Con 12, Int 13, Wis 11, Cha 10.
Skills and Feats: Climb +12, Escape Artist +6, Intimidate +4,
Jump +12, Speak Goblin; Cleave, Combat Reflexes, Expertise,
Improved Disarm, Improved Initiative, Power Attack, Weapon
Focus (falchion), Weapon Specialization (falchion).
Possessions: Scale mail, falchion.
12
This is very disturbing indeed. This horrible ritual sounds strikingly similar to my encounters with the Bronze Cabal in the past.
I do not know what actions you should take now. It is very disheartening that this evil priest still roams free. Please, take this
stone, as I cannot guard it from the evils that pursue it. It needs
to be destroyed as soon as possible, for it is obviously a component to this terrible plot reborn. I trust you as bearers of good to
follow through and destroy the stone as soon as you can.
If the heroes inquire as to how they can destroy the stone,
Pleollin tells them that it will take powerful magical invocations
that he is not able to call upon. He thanks them for their efforts
and warns them that the stone emanates a great amount of evil.
The bearer of the stone should be under the influence of the
curse and will be happy to hold on to it for safe keeping. If the
heroes have concerns that their companion is potentially cursed,
Ploellin informs them that he is not able to help them but that
they should seek out the services of another, more powerful
priest to assist them. The cursed character may likely protest any
action taken against him.
If the heroes return the relic to Ploellin, he thanks them
and gives them his flail and offers them his favor should they
seek him out in the future. The PCs are only awarded the
favors and the flail if they return the chalice to Ploellin to conclude the adventure.
The favors can be used at this time by the PCs to cure diseased
characters by pooling three of the favors together, or the favors
can be saved for a later date.
THE END
Tier 3 (EL 8)
Duruuk, male human Ftr 8: Medium-size Humanoid; HD
8d10+8; hp 60; Init +6 (Dex, Improved Initiative); Spd 20 ft.; AC
16 (Touch 12, Flatfooted 14); Atks +12/+7 melee (2d4+5/15-20,
falchion); AL CE; SV Fort +6, Ref +3, Will +1; Str 16, Dex 15, Con
12, Int 13, Wis 11, Cha 10.
Skills: Climb +14, Escape Artist +7, Intimidate +5, Jump +14,
Speak Goblin.
Feats: Cleave, Combat Reflexes, Expertise, Improved Disarm,
Improved Critical (falchion), Improved Initiative, Power Attack,
Weapon Focus (falchion), Weapon Specialization (falchion).
Possessions: Scale mail, falchion.
Conclusion
After defeating the priest, it is likely that the heroes will return to
Ploellins dwelling to bring him the relic and report their findings. He tells the heroes the following:
25 xp
Encounter 2
Finding the Black Stone
Finding the book
Deciphering the runes
50 xp
25 xp
25 xp
Encounter 3
Defeating the dire animals
75 xp
Encounter 5
Waking Ploellin and talking to him
Revealing concerns about the ghost
25 xp
50 xp
Encounter 7
Escaping the dungeon (individually awarded)
25 xp
-Or-
Encounter 2
25 xp
50 xp
Encounter 8
Defeating Duruuk
75 xp
Conclusion
Returning the relic to Ploellin
25 xp
0-50 xp
500 xp
Treasure Summary
Player characters may keep items from the scenario that are listed on the treasure list below or which meet the following conditions:
Resulting monster
Dire rat (see Monster Manual, page 56).
Dire bat (see Monster Manual, page 57).
Dire wolf (see Monster Manual, page 57).
14
Book of Torment & Torture, Volume I: (50 gp, 3 lbs, leather, wood,
paper, unusual): The Book of Torment & Torture, Volume I is bound
with a charcoal-black cover that has numerous gouge marks on it.
There are several pages torn out and a few that seem to have been
burned, but for the most part the tome is intact.
The tomes text is written in Infernal. PCs must have the ability to read Infernal in order to gain the insight bonuses the book
provides. This text gives the owner a +2 insight bonus to
Knowledge (religion) skill checks involving the unholy faith of
Incabulos. If the owner of the text does not possess the
Knowledge (religion) skill, that individual can still make a
Knowledge (religion) skill check for matters involving Incabulos
(without the +2 bonus mentioned above, but this ability is considered an insight bonus). It takes at least 5 minutes of reading to
gain the insight bonus. The book must be read no more than 5
minutes before the check that the PC wishes to gain the insight
bonus for is made.
Encounter 5
Holy Chalice of Rao: (400 gp/100 gp after the charges have been
spent, 3 lbs, bronze, emeralds, unusual): This chalice is made of
fine bronze and is encrusted with small but beautiful emeralds
around its base. It has been blessed by high priests of Rao.
This relic allows the user to cast bless or prayer as a spell completion effect. Only a spell caster of good alignment who has
both of these spell on their spell list may use this item. It has 12
charges remaining. Casting bless with the relic uses a single
charge, casting prayer uses three charges.
Conclusion
Favor of Ploellin, Priest of Rao
For returning the relic and defeating the evil priests infernal
plot, the characters receive a favor from Pleollin, a priest of Rao.
This favor grants the holder a single spell, should he/she seek out
the services of Ploellin in the town of ___________________________.
This favor is used as follows: if one is used, Ploellin grants
either a cure light wounds or a bless water spell, if two are used, he
A Plea from Beyond the Grave
15 APPENDIX
Major NPCs
Nzevorikin, The Villain
Nzevorikin (pronounced ZEH-vor-EH-kin), male human
Clr7 (Incabulos)/ Wiz2(lllusionist): Medium-size Humanoid;
HD 7d8-8 + 2d4-2; hp 35; Init +0; Spd 30 ft.; AC 10; Atks +6/+1
melee (1d4/19-20, dagger), +6 ranged (1d4, sling); SA Command
undead; AL NE; SV Fort +4, Ref +2, Will +11; Str 10, Dex 11, Con
9, Int 15, Wis 17, Cha 14.
Skills and Feats: Alchemy +6, Concentration +2, Heal +10,
Intimidate +6, Knowledge (the planes) +6, Knowledge (arcana)
+14, Knowledge (religion) +14, Scry +6, Speak Draconic, Speak
Infernal, Spellcraft +14; Craft Wondrous Item, Extend Spell,
Scribe Scroll, Spell Focus (illusion), Spell Penetration, Silent
Spell, Still Spell.Divine Spells Prepared (6/5+1/4+1/3+1/1+1;
Spell DC = 13 + spell level): 0cure minor wounds, detect magic,
guidance, light, resistance, virtue; 1stcause fear, cure light wounds,
doom, obscuring mist, protection from good*, sanctuary; 2nddeath
knell, enthrall, hold person, shatter*, undetectable alignment; 3rd
bestow curse, contagion* (x2), helping hand; 4thpoison, unholy
blight*.
* Domain spells; Domains: Destruction: Nzevorikin can use a
smite power once a day. It is a supernatural ability to make a single melee attack with a +4 attack bonus and a damage bonus equal
to his cleric level (+7, and only if he hits). Evil: You cast evil spells
at +1 caster level.
Arcane Spells Prepared (4+1/3+1; Spell DC = 12 + spell level):
0arcane mark, daze, ghost sound, mage hand, read magic; 1st
charm person, shield, sleep, ventriloquism.
APPENDIX 16
Equipment: Light flail, light crossbow, crossbow bolts (10),
chain shirt, small wooden shield, clerics vestments, healers kit,
vial of ink, ink pen, paper (3 sheets), belt pouch, waterskin.
Description and personality traits: Ploellin is a stout, portly
man with a good sense of humor and booming voice. He did a little adventuring in his youth (he is well past middle aged) and
loves to tell the tales of his days spreading Raos word throughout
Flanaess. He is compassionate and cooperative toward people he
deems to be good folk. He is kind and caring to those that he
holds dearest to him and to the members of his church and
priestly order.
Ploellin, during his journeys,/ acquired a holy relic of Rao,
which he believed to be a sign from his god that he should give
up adventuring and begin preaching to the masses about the
Shining One. Unknowing of the relics significance, Ploellin has
left the item unguarded in his rectory for quite some time. The
object had no discernable powers until the priest blessed it, but
is needed as part of a twisted ritual that a dark cleric of Incabulos
is trying to complete.
17 APPENDIX
Tier 2 (EL 6)
Disease needle trap: +10 ranged (1) + shakes disease (Fort save to resist
[DC 13]; incubation 1 day; 1d8 Dex damage); Search (DC 25); Disable
Device (DC 22).
Tier 3 (EL 7)
Disease needle trap: +12 ranged (1) + slimy doom disease (Fort save to
resist [DC 14]; incubation 1 day; 1d4 Con damage); Search (DC 29);
Disable Device (DC 25).
Tier 3 (EL 8)
Bugbear Ftr4 (2): CR 6; Medium-size Humanoid (Goblinoid); HD
3d8+9 + 4d10+12; hp 58 (each); Init +3; Spd 30 ft.; AC 22 (Touch 13,
Flatfooted 19); Atks +10 melee (1d10+5/19-20, bastard sword) or +9
ranged (1d6+3/x3, half spear); SQ Darkvision 60 ft.; AL CE; SV Fort +7,
Ref +7, Will +2; Str 16, Dex 16, Con 16, Int 10, Wis 10, Cha 9.
Skills and Feats: Climb +2, Hide +3, Listen +4, Move Silently +7, Spot
+4. Bugbears have a +4 racial bonus to Move Silently checks; Alertness,
Exotic Weapon Proficiency (bastard sword), Power Attack, Weapon
Focus (bastard sword), Weapon Specialization (bastard sword).
Possessions: chain shirt, large wooden shield, bastard sword, half
spear.
One Way Door: 2 inch thick; hardness 5; hp 20; AC 5, break DC 20.
Front Door: 1 inch thick; hardness 5; hp 10; AC 5; break DC 18.
Tier 1 (EL 4)
Dire Rats (6): hp 7, 6 (x3), 5 (x2); Dungeon Masters Guide, page 56.
Tier 2 (EL 5)
Dire Rats (3): hp 7, 6 (x2); Dungeon Masters Guide, page 56.
Dire Wolf (1): hp 45; Dungeon Masters Guide, page 57.
Tier 3 (EL 8)
Dire Rats (6): hp 7, 6 (x3), 5 (x2); Dungeon Masters Guide, page 56.
Dire Wolves (2): hp 49, 45; Dungeon Masters Guide, page 57.
Tier 2 (EL 6)
Bugbear Ftr2 (2): CR 4; Medium-size Humanoid (Goblinoid); HD
3d8+6 + 2d10+4; hp 35 (each); Init +1; Spd 30 ft.; AC 19 (Touch 11,
Flatfooted 18); Atks +7 melee (1d10+3/19-20, bastard sword) or +5
ranged (1d6+3/x3, half spear); SQ Darkvision 60 ft.; AL CE; SV Fort +6,
Ref +4, Will +1; Str 16, Dex 12, Con 14, Int 10, Wis 10, Cha 9.
Skills and Feats: Climb +3, Hide +2, Listen +3, Move Silently +6, Spot
Tier 2 (EL 6)
Duruuk, male human Ftr 6: Medium-size Humanoid; HD 6d10+6; hp
46; Init +6; Spd 20 ft.; AC 16 (Touch 12, Flatfooted 14); Atks +10/+5
melee (2d4+5/crit 18-20, falchion); AL CE; SV Fort +5, Ref +3, Will +1;
Str 16, Dex 15, Con 12, Int 13, Wis 11, Cha 10.
Skills and Feats: Climb +12, Escape Artist +6, Intimidate +4, Jump
+12, Speak Goblin; Cleave, Combat Reflexes, Expertise, Improved
Disarm, Improved Initiative, Power Attack, Weapon Focus (falchion),
Weapon Specialization (falchion).
Possessions: Scale mail, falchion.
Tier 3 (EL 8)
Duruuk, male human Ftr 8: Medium-size Humanoid; HD 8d10+8; hp
60; Init +6 (Dex, Improved Initiative); Spd 20 ft.; AC 16 (Touch 12,
Flatfooted 14); Atks +12/+7 melee (2d4+5/15-20, falchion); AL CE; SV
Fort +6, Ref +3, Will +1; Str 16, Dex 15, Con 12, Int 13, Wis 11, Cha 10.
Skills: Climb +14, Escape Artist +7, Intimidate +5, Jump +14, Speak
Goblin.
Feats: Cleave, Combat Reflexes, Expertise, Improved Disarm,
Improved Critical (falchion), Improved Initiative, Power Attack,
Weapon Focus (falchion), Weapon Specialization (falchion).
Possessions: Scale mail, falchion.